I've played a game, and here is my feed back. I'll be assuming that no more features will be added, so I'll providing feed back only on the stuff you guys have worked on thus far and related stuff (or so I'll try): --Ship Designer-- 1. Templates: This is an issue that I haven't mentioned before. Templates were first made available back in DA. When designing a ship, you can choose to also save it as a template, but there is no option to s
DivineWrath
[quote]A couple of hours ago, the 2.0 beta appeared on Impule on my slow old laptop. But as of know, it still doesn''t appear on my gaming rig. Same Impulse settings on both machines btw, so that's not the problem.[/quote] Try right clicking the game and select "Verify Installation". I tried that before going through the whole uninstall to reinstall phase and it said something like "The game wasn't installed correctly, please go down
My thoughts on this issue is, people expect to own things when they spend money to buy something. This applies to licensed software they buy, regardless of the legal technicallities. Although it may be the intellectual property of the company who made it, the customer expects a certain level of convience when they buy something. People would expect to be able to play their Nintendo Wii (or other system) on a Sony TV that they recently purchased. I'm sure that there would be plenty of people u
All joking aside, its nice to see the spying problem addressed (and improved by being able to spy on minors). Keep up the good work!
[quote]For those not playing Mega Man 9 next week (which is what I'll be doing), you'll be able to try your hand at the update, playing with all these fresh new features and helping to ensure the game is still balanced (and stable).[/quote] WHAT!!!! You are making me choose between Megaman 9 and this game's newest beta (2.0 of all things)? Here I thought the Drengin were evil, but this... this... Arghh! [e digicons]:pout:[/e] /joke
Some questions and comments ________________ About the ship editor: -Will there be an option to control the miniturization and/or techs available? I don't know about you, but being able to design ships for the early colony rush (where miniturization can be limited) and early wars (where techs are limited) would be quite handy. Having everything at once can get in my way of designing those ships. -Some ship modules are not easy to determine how advanced the
[quote]As techs for better improvements are unlocked, the queue will automaticially update.[/quote] Will this replace existing improvements? For instance, if I was the Drengin and I got a hold of the techs for industrial sectors, can I do something with the governers so all my slave pits get replaced by industrial sectors? Can you also stay low tech? Unfoturnately, many mining and planet assist starbase modules are tied in with the factory techs. As suc
Maybe the current map is just very foggy. There is a waterfall after all... with plenty of moisture to make things real misty. Given that we can see whole maps without the fog in the preview video, this might be a feature currently locked with the current beta. However, if it were a lava stage (like the one shown in the intro) I would have a few things to say. P.S. If I recall correctly, one of Regulus's powers allows him to continue to see enemy demigo
Maybe the devs should rule that any creep that falls off the edge should die instantly (disintegration) to avoid further problems. Assign an area (or several) that should be considered out of bounds if an enemy were to enter. Ofcourse, they devs would have to make sure that the flyers did not kill themselves by flying out of bounds. For the current waterfalls stage, there only one level that all units have to worry about (assuming not all maps are going to be flat), so anyth
Looks like my post may need some clarification. About using powers at a lower level: You don't get a skill point refund for selecting a lower level. The basic idea was to use a lower setting to prevent you from over burning energy. Plus, I'm sure I'm not the only one who has every miss clicked something in a game and ended up doing something that would be a stupid move. This downgrade if you will was suggested as a means to negate that mistake. About the UI: I provided a sugge
After playing the beta many times I discovered, while I was playing as the Torch Bearer, that some abilities do increase in energy costs as they gain levels. After doing a quick glance at the rest of the demigods, I found that this holds true for most abilities. After doing some number crunching (to figure why I couldn't use some of my "Rain of Ice" as often as I used to), I learned that some abilities can increase in energy demands very quickly. This increase in energy
The Rook is a walking fortress with people in it. It would appear that the demigod itself may be stunned, the people inside it clearly are not. Besides, the game lists "several independant weapons" as one of the rooks strengths.
I was going to make a similiar post about the boots that would evade heals, but I see you already have done so.
I don't bother with regular scouts. They are not very efficient at their job. Too small of sensor radius, too slow, and not enough range, plus they are built upon a such a puny hull. I suggest you design your own ship, a sensor ship. Start with a cargo hull, and add some sensors, engines, and life support. Smaller maps don't need much, since they are quickly searched, as such you might want to favour life support so you can scan everything with your first ship.
My TA 101 guide mentions that fleet support modules will draw the attacks of enemy ships. You may wish to look at it. It would be in the "Fleet support modules" section. [link="https://forums.galciv2.com/310907"]TA 101[/link] However, I was unaware that ships without weapons would not be attacked. I'm going to have to look into this detail and see if this multiplier effect is really the case.
Does this mean we have to worry about bringing a new kind of pest to alien planets when we develop warp drive (or other FTL technology)? [e digicons]:cylon:[/e]
Nice to know the check list. Sadly, it will be a few more years of university before I'm certain that I can make uber enough code to work with you guys. Maybe I'll talk to you guys in a few years time.
Try this link: [link="http://lfgcomic.com/"]http://lfgcomic.com/[/link] I hope you enjoy that webcomic as much as I have.
Hmm... I thought version 1.1 was the current beta. I guess read the forums wrong then. I found this after searching again. [quote]--------------------------------------------------------------------------- Sins of a Solar Empire v1.09 (aka 1.1 beta) Changelist ---------------------------------------------------------------------------[/quote] ________________ Thankyou for the assistance. I guess I had nothing to worry about then. I'll be changing the title
I'm not sure if a solution to this problem has already been found. I've searched the forums, but with no success. Let me fully explain my problem, and what I have tried to do to fix things. Using Impulse, I can only see SINS version 1.09 (or so it says). When playing with the "Show pre-release versions" option, I switch between seeing version 1.05 and 1.09. I've also tried refreshing and other stuff to try to see a new version, but with no success. My latest attempt involved uninstall
[quote]Galactic Civilizations II: v2.0 (for Dark Avatar and Twilight users) is due on October 1, 2008. We think users will be shocked at how much development time has gone into this free update to improve the espionage and dozens of other elements of the game.[/quote] Could we get a sneak peak of what there is to come? Also, is there going to be any changes to starbases? At this time, there is far too many modules relating to starbase defense, and not enough power among them a
I had considered making a modding guide that had a section for creating a custom solar system. Though I never tried making a class 0 into my homeworld, I found that any PQ world that was less than 10 (such as mars) was raised to 10 when used as your homeworld. Thanks for the interesting find.
[quote]I'm not sure why starbase HP would be a big issue, what with the MANY upgrades to attack and defense.[/quote] All of them are worthless unless you manage to aquire them early enough for them to matter... No starbase can be expected to survive against a huge hulled ship late in the game as huge hulls can be built in every way, combat wise, superior to starbase. As far as I'm concerned, there are way too many starbase modules designed for starbase defense. There are 18 mod
I would argue the Yor. Without tech trading, the Yor can't mass produce economic structures, a prerequisite for fully developing planets. You will not have the cash needed to maintain your planets without them let alone building up a military. The best you can do without tech trading is leaving some of your planets empty because otherwise the maintaince costs will probally kill you. You also shouldn't bother researching factory techs because everything later than "collectives" is progre
[quote]i never said we need carriers, i just noticed that every idea on them involves new ships. This idea would make tiny hulls usful towards the end of games, as they would be faster, and there would be more of them.[/quote] You want faster, more useful tiny and small hulled ships? If so, then use fleet support modules. Atlas modules can be used to improve the firepower of all ships in a fleet, and it will draw enemy fire to the ship equiped with that module. Fleet warp bubbles will s